SamSuka
Gliden64

Gliden64

patreon


Gliden64 activity

Borderless windowed mode

Hi,

there are several similar feature request for GLideN64, like: "please add an option to chose which screen to go full screen on".  Many users have several monitors, but GLideN64 goes full screen to the primary monitor only. I still don't know, how to select non-primary monitor for ...

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Zelda Majora's Mask Lens of Truth Depth Issues fixed!

Hi!

I finally found a way to fix various depth glitches in Zelda MM when Lens of Truth is activated. Some examples of these glitches: https://imgur.com/a/MOqooWD
The fix is not fully tested and not merged to main yet, b...

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Some news

Hello,

More than year passed since my previous post. Of course, it's not a normal situation. Unfortunately, there are not so many breaking news about the plugin.

The main changes are related to texture mapping. standard-two-simplex moved texture coordinates calculations to fragment sh...

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News

Hi all!

* You surely already know that Rare’s unreleased N64 game Dinosaur Planet has leaked. Unlike many other Rare's games, this one uses standard microcode from Nintendo. Thus, there were no need to decode it to run it in HLE mode. There was only one problem with graphics: dynamic shad...

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Happy New Year!

Hello!

First of all, thanks to all my patrons. It is really touching that despite all the troubles we all met this year you still support my work.

Users often ask me: when are you planning to make new public release. It's been almost two years since the previous official release. We i...

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New feature: Pixel coverage

Pixel coverage is the amount of the pixel which is covered by a primitive. Pixels inside of a primitive have full coverage, pixels outside of the primitive have zero coverage, pixels on the edges of the primitive have partial coverage. Pixel coverage is used for anti-aliasing. N64 games also may ...

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GLideN64 Home page

GLideN64 project never had its own home page. There are several separated resources related to it. The most important is GitHub, but it is for development and for developers. Patreon for news and support. My blog on Blogspot for articles and most important news.

Recently I got a suggestion ...

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Return from vacation.

 I returned from a mountain hike in the Altai mountains, see attached photo.
Back to work.

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Fundraiser: Freak Boy for N64

olivieryuyu acquired the proto of Freak Boy for N64.
He paid for it a lot. If you can help him to  partially recoup the expenses, please follow the link.

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Low Level Emulation articles.

Hi!

I'm writing series of articles about Low Level Emulation. The first one describes how N64 does polygons rasterization and how it is emulated by graphics plugins. The second article describes new approach to LLE, which is implemented in early access builds for Patreon. The third one is ...

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News and updates

Hello!

Sorry for lack of updates. I spent about a month in total on vacations far from my PC. Siberian summer is short, and besides I really needed to rest because of heavy load on my work.

Nevertheless, I completed the tasks I started this spring.

First, I fixed issues with map...

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Changelog April 2019

Hello!

This month changelog is very short:
* Threaded OpenGL calls functionality merged to master.  Francisco Zurita worked on it for a year. GLideN64 works up to 40% faster in threaded mode on some Android devices. So, install latest Mupen64Plus FZ and give it a t...

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Changelog March 2019

Hello,

Monthly changelog:

* Mip-mapping shader corrected again. Fixed glitches in Automobili Lamborghini with 3point filtering enabled.

* Fixed issue with 32bit textures in Ready 2 Rumble 2, https...

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GLideN64 Public Release 4.0


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Sim City 64

Sim City 64 is probably the last game, which until now worked correct only in Low-Level Emulation mode. Most of geometry disappeared in HLE. It was very strange because Sim City 64 uses the same microcode as Kirby 64, which has no such issues. Dump of display list also looked correct, with no unk...

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Changelog February 2019

Hello,

Monthly changelog:


* Fixed 2 players mode in 1080 Snowboarding, see https://github.com/gonetz/GLideN64/issues/1976

* Fixed regression with particles in Factor5 microcodes (Indi, Nab...

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Changelog January 2019

The first monthly change-log of this year:

* Fixed issues with  projector light  and depth compare in Rat Attack, see https://github.com/gonetz/GLideN64/issues/600. The game is finally playable ...

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Conker's Bad Fur Day lighting fix.

Hello,


Conker's Bad Fur Day is one of the best looking games for N64. Its cool dynamic lighting effects powered by very advanced and complex custom lighting system. This system was decoded and implemented in HLE long ago, but my implementation has some flaws. In particular, the p...

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HAPPY NEW YEAR!

Hello!


This is a post for all people, who donated to me and supported development of GLideN64 project. I want to thank you deeply for your support. The money I've got for our work on Indiana/Naboo and donations from patrons allowed me to fulfill my old dream - little home cinema....

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Changelog December 2018

* Implemented triangles rejection - special technique, which some ucodes use to reject out of screen polygons.

  Fixed issue #1912: Fixed Mario Party: Coin Block Blitz ground flicker / darkening

* Fixed regression in Pachinko nichi 365

* Fixed regression in NBA Courtsi...

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New 2D fixes early access alpha build

Hello,

I spent this weekend on polishing our new HLE implementation of S2DEX microcode. This microcode used by many games to render sprites and backgrounds.

Current HLE implementation for backgrounds commands is too high level. Actual commands are very complex. The microcode is documented, b...

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Changelog November 2018

Monthly list of fixes and improvements:

* Corrected texture coordinates calculation for reflecting textures in G_TEXTURE_GEN_LINEAR mode. Fixed issue with missing glass in Postman House in  Majora's Mask.

* Corrected fix for polygons culling in Mortal Kombat 4.

* Corrected calcula...

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Changelog October 2018

List of  fixes and improvements:

* Duke Nukem 64 was broken in HLE mode. Fixed.

* Fixed regression in Vigilante 8

* Fixed regression in The Legend of Zelda: Majora's Mask

* Fixed regression in Pokemon Snap.

* Fixed regression in Mortal Kombat 4

* Fixed Perfect D...

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Changelog September 2018

September fixes and improvements:


* Fixed missing graphics when "Render 2D in native resolution" option enabled, https://github.com/gonetz/GLideN64/issues/1889

* Fixed title logo in 1080 Snowboarding &...

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GoldenEye 007 and Perfect Dark 4 players mode

Hello,


I'm continuing to work on frame buffer issues. Today I fixed another old and hard to emulate issue: multiplayer mode in GoldenEye 007 and Perfect Dark with 3 or 4 players. Both games do a trick with depth buffer, which plugin code did not expect at all. As the result, pictures fo...

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Super Bowling 64 emulated!

Hello,

There are plenty of open issues for GLideN64 projects, which are years old. All easy issues have been fixed long ago. Almost all hard fixes are fixed too. Remaining issues either very hard or impossible to fix with hardware rendering. Graphics glitches in Super Bowling 64 are among  su...

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Summer changelog

Hello,

I resume publication of changes log. The main events of this summer are:

* HLE implementation of microcode for Indi and Naboo merged into master.

* Mip-map shader correction to fix texture issues in Indiana Jones.

* Implemented overscan feature: 2018-09-02 12:05:50 +0000 UTC View Post

New feature - FXAA

Hello!
Sorry for lack of updates last month. I was on vacation, then I had to sort out things on my work. However, the work on the plugin not stopped. Current hot theme is fixes in sprite microcode. Independent efforts of two developers intersected in time:

* olivieryuyu greatly advanced in...

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GLideN64 and FIFA Wold CUP

A short article for all who care about sport games and emulation issues I have to solve.

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Changelog May 2018

Hello! Traditional monthly changelog:

* Fixed Paper Mario zoom-in when Mario approaches screen, bug #1789

* Fixed Paper Mario - Text from Stars is invisible, bug #1540

* Added forceDepthBufferClear config option. This option is used to fix depth issues in Eikou no Saint Andrews, bug #1...

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